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Devious

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Posts posted by Devious

  1. The game could really benefit from custom binds that allows you to change or toggle the state of keybinds, so that you could for example set up a keybind to automatically hold the forward and boost key untill either pressed again or overridden with the keys it's bound to.

  2. Four stations is enough for the scripts to spawn them, note that they can only spawn while you are in the sector.

     

    You could increase the odds for them to spawn in data/scripts/sector/passingships.lua or the amount they can trade in the same folder but in the file traders.lua.

     

    It's pretty straightforward but if you need any help feel free to ask ;)

  3. @Hammelpillaw Collaboration.lua is the permission system that you could use to give players acess to your ships and stations but the list would only show the first players in the list so Koon took that out because alliances are in now instead of fixing a simple scrollbar in the player list. It would be pretty useful for letting friends use your ships temporarily instead of being forced into an alliance which doesnt let you use personal ships/stations.

  4. Would be awesome to see an updated roadtrack but from what we have seen so far that is not likely to happen in an accurate manner.

    So far Koon has put in minimal effort to keep us updated due to the time it takes him to do so, for which he obviously doesn't have much time due to the problems he is facing.

  5. You can disable/nerf faction wars in the scripts, also another ways to smoothen things out.

    The MP scripting isn't optimised for 10+ players at all, heck even some scripts give 1.5x multiplier for spawns for every extra player in a sector while the whole server still needs to wait for that slowed down sector to update.

  6. We finally have seem to get rid of it by removing the jumpsmeta.dat, every time a player would jump to the corrupted sector (or a sector connected to it by gates) the server would crash on jumping. The sectors that were connected by a gate would let you charge your jumpdrive if you press spacebar after selecting the sector to jump to, the corrupted sector itself didn't even let you do that. Manually restoring the sector after deleting jumpsmeta.dat seemed to have gotten rid of it.

     

    it may or may not have been caused by the server not shutting down properly but now that we have taken this step it didn't seem to have come back yet.

  7. We have been using this since Dirty made it a while ago and it has been growing to our demand ever since.

    Aki's server manager was already quite useful but to me it was missing a lot of features that Dirty was keen enough to put in.

     

    I haven't had to go through the installation part yet but from an admin perspective this is the best tool you can find at the moment, from crash-handling to keeping an eye out through the web-interface.

  8. The crew command was working fine for us, we were using the one with crew cost tho.

    Agoods did give an error so took that out, looks like it needs a rework like sethome which is overridden by Koons vanilla repair dock respawn.

    Unless there has been a patch in the meantime that I didn't notice yet, it should still be working.

     

    Are you sure you have the files on your client too, that could be the cause?

  9. Make sure the game is using your videocard if you have one.

    In the %appdata%/Avorion folder you will find your logs, providing them can help if you still have problems.

  10. It looks like the extra dock building no longer works, the UI still shows them but nothing happens when you click to transform it into a station.

     

    I succesfully merged it into 12.1 beta. But don't have it as standalone mod, it only exist in a modpack for a server yet . If the creator of this mod is gone i could rerelease it... but not really sure how to do this without stealing his project.

     

    I also managed warlord to work fine.

     

    I tried to merge it too, were you able to actually transform a station into one of the added ones?

     

    The maker of the mods hasn't been on the forums in a while so you could post the edited files below, for the dock builder it only affects one file but the warlord one is multiple if I recall correctly.

     

  11. This bug has been bugging us since the first week of launch when we discovered turret factories,

    there has been a fix in the form of a mod but that mod is a bit outdated and no longer works with the current beta version so that's why I post it as a beta bug.

     

    The problem is that the input of components does not scale correctly, instead of adding more components for better stats, you have to put in less items. As if the + and - are reversed.

     

    The mod that fixes it can be found here: http://www.avorion.net/forum/index.php/topic,1984.0.html

  12. This update should have introduced a way to transfer player data between galaxies so players can keep their progress between wipes.

     

    We tried to do so and ended up with corrupting a few players, they and their alliances would get messed up with factions once they left their ship. It also seems that the player.dat files themselves are linked to an index, because the console would find conflicting files and some factions were given player IDs (below 200000).

     

    Therefore it would be valued by us if we could get some explanation on how to safely transfer player data between galaxies, as we now have to do it all once again to get rid of the problems caused by ^.

     

    I'm also sure others could benefit from this if there are clear instructions beforehand, instead of them having to find out themselves by trial and error.

  13. Your problem with the hyperdrive was that the recharge costs energy, and if that exceeds the amount you generate the cooldown takes very long.

     

    I agree that the tutorial isn't very helpful besides the instructions on how to get started making a ship, that could use some more work as I've heard more about being stranded without a clue what to do.

     

    Losing two hours of progress is not much tho, the game isn't so lenient at times so if you decide to continue playing prepare to die every now and then. Either to NPCs or flying into an asteroid, as long as you pay attention you should be fine.

    The game can be a lot of fun when you get into it, playing with a friend easily doubles the fun tho.

  14. An idea could be for them to be stored in an alliance headquarters with dedicated cargo space, from which the cargo could be either picked up or delivered to another owned headquarters. This way you still keep the physical idea of cargo, without possibilities for abuse like earlier suggestions for being able to mail cargo. (Which would allow you to store a infinite amount by sending it to yourself or a friend)

  15. Thank you for your answer altough it doesn't answer our question,

    how come the engine doesn't use all the resources available from the hardware?

    CPU usage barely goes above 40% and memory hardly above 50%..

    We have a super fast m.2 NVMe harddrive so the bottleneck shouldn't be there either.

     

    Even when the engine has to wait for the slowest sector to update, why doesn't it use the available resources to speed that process up?

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